[MAP] manifold

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Mon Oct 01, 2007 5:01 am

Mon Oct 01, 2007 12:24 pm

  • There are some very nice architectural elements (like this "claw" thing in your first screen. Also the layout seems to provide some fun (haven't played it with others though). Maybe add jumppads instead of the stairs where the MH is, and give more space to move around in some places (there are head-bumpy parts near the bases).

    But the texturing is bad. No consistent theme. In some places there are two very different textures at a corner. Floor textures are used as walls and nearly nowhere are trims (trims are so very important! )
    There are also some very thin walls (like the upper floor on your first pic) which do not look good, because you don't get the feeling that this thin piece of floor could hold up all this stuff placed upon. You'd more likely think that the floor could break in the middle at any time. And that's not what you want to go for when building a map. So add some additional supporting structures or make it thicker or make it breakable (don't ask me how ;) )

    But of course there are some good approaches. Don't get lost in details; and always keep the whole picture in mind. The setting you have (I noticed lava and a space-skybox. So i'm on a hot asteroid ?) should be your style-guide. Then you "just" have to fit it to your layout nicely and there you are ;)
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Mon Oct 01, 2007 1:05 pm

  • Hey dublpaws nice work, just add some more detail. Also I think there are too many guns and ammo but thats just me :).
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    impulse9
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Mon Oct 01, 2007 3:03 pm

  • Strahlemann wrote:...Maybe add jumppads instead of the stairs where the MH is, and give more space to move around in some places (there are head-bumpy parts near the bases).

    jumppads, yeah - the next map I'll use em.

    Strahlemann wrote:But the texturing is bad. No consistent theme. In some places there are two very different textures at a corner. Floor textures are used as walls and nearly nowhere are trims (trims are so very important! )

    They are terrible. :)

    Strahlemann wrote:There are also some very thin walls...

    Good Points! The bumpy head thing... I'm still weighing that.

    Strahlemann wrote:But of course there are some good approaches. Don't get lost in details; and always keep the whole picture in mind. The setting you have (I noticed lava and a space-skybox. So i'm on a hot asteroid ?) should be your style-guide. Then you "just" have to fit it to your layout nicely and there you are ;)
    setting .. .. theme ? :lol: this a is just a shootem upper grab the flag and get 'er done! But more good points. Thanks for the comments Strahlemann

    impulse9 wrote:Hey dublpaws nice work, just add some more detail. Also I think there are too many guns and ammo but thats just me

    Many guns indeed. On galts CTF, most of the time that server has 18 people - and they're scarfing up all the goodies, just wanted to make sure there was enough to go around...

    Thanks for taking the time to try out the map guys!
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    dublpaws
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Wed Oct 10, 2007 9:24 pm

  • i actually like this but it would be nice if ammo was spread out so you don't have all the ammo you need when you get your gun.
    Also i think there should be placed some more health/amour in the middle of the map. Its hard to attack when health is either in base or at the bottom of the map. :)

    But besides the points from the veteran mappers as to be expected :) really nice work, Please keep it up! :)

    Ohh and would you mind putting some info in the pk3 so its easier to know who made the map?
    dfkgmasdfnasodrg
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